A note about pathfinders: Their weapon slots take up the M1 carbine/M1 garand rifles (whichever one they have), not their scoped rifles. You can give them double M1919 or double BAR and they will still execute infantry squads.
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57 minute game on La Gleize Breakout... Thankfully, the King Tigers weren't on the field at the same. I lost the late game due to 5 vet volks squads and lack of my own unit preservation... I slowly lost my triple vet rifles throughout the game :/ |
As soon as my opponent calls in his IS2s, I lose. Map control was about 2/3 1/3 in my favor.
yeah, I fucked up early game, losing a gren squad. My first P4 loss was just stupid and me being cocky.
But god damnit, two IS2s in a single game? In 1v1 that is intolerable, let alone the fact that there are no tech requirements for call-in armor.
Sometimes, I really hate this game.
I mean, we both played well, but I decided to get medium tanks instead of waiting for a tiger. |
Volley fire and rear echelons are just completely useless units. Volley fire is just a horrible waste of 20 munitions, most of the time.
Volley fire is great, especially when RE squads have BAR or .30 cal LMG. If a PG, Pio, or Sturmpio squad is rushing your RE and you activate volley fire at the max range, it will suppress, then pin the attacking squad.
You will win the engagement if your RE is at full health.
If used correctly, it can be very dangerous.
Stick behind green cover, or go behind a shot blocker (building, hedge, etc.)
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I lost a 45+kill sniper to a vetted rifle squad. I was at max range, and right clicked on the rifle squad. My sniper decided to close the gap and fire a shot. He also received two M1 Garand rounds and a bazooka shot on retreat, killing him.
I have noticed this before... is this a bug? Was my sniper trying to get a better shot? Was he suffering from PTSD and just wanted to get end his sad, murderous life? The rifles were behind a wrecked puma (I lost it because I lagged for a few seconds...haaaaa. It really was a great game. Lots of lag and shrek shots into the ground >_< ) but it wasn't burning (did not block LoS). |
After reviewing the replay, I noticed a few things.
I need to be more aggressive in my early game. I could've have capped his cutoff at 8 or 9 minutes in.
I also find myself in stupid engagements trying to kill a model or two from a squad, or trying to finish off his maxim squad with a suppressed flamer pio @ about 25 min. Sad.
I was floating MP early game, but I hadn't built T2 yet (my pios were in the field, in combat) and I didn't want MP drain from a bunch of MGs or Mortars. (Although, in hindsight, getting one mortar would've been a good idea). I'm not sure why my opponent was floating manpower. I would assume it was to get, first, 2 Guards, then T2 units, then, finally, two ISUs.
I was expecting armor... T34s, T70. Nothing. I should've realized ISU was coming. I should've been more aggressive before he back teched to T2, and after.
I'm actually not as good at this game as I thought I was. LOLOLOL. :'( |
Eh. He Had two AT guns, and a number of guards and cons that I can't recall. I think my P4s would've been scrap or barely hobbling it out alive with so much AT.
Maybe I just should've surrendered or mortar spammed. |
What's the best way to counter an ISU without an Elefant
Semoskiy may not be the best map for a uh... a flank.
I still think it's a bit silly that there are no tech requirements for call-in tanks and Soviet players will still rely on call-in armor. :/
I mean, the same thing applies for all factions, but especially to the Soviets. It's been this way for months and I hate it.
Any help/suggestions/replay comments would be much appreciated. |
In answer to your map question, I like to veto Crossing in the Woods, Moscow Outskirts winter, Rzhev Winter, and....Ettelbruck Station, maybe?
Moscow is just huge and the deep snow is a nightmare (sort of Langreskaya winter), Rzhev is the same deal, except it's just a large map and I'd rather play it 3v3, and my buddies just seem to hate Ettelbruck, so we don't play it.
What I find works best is getting two opening forces that can survive on their own. Not like, one guy build 5 MGs and you build 5 Grens, but each player takes 2-4 Grens, an MG (or two), maybe an extra pio with sweeper or flamer.
When I play 2v2 (or even bigger team games) I just use a 1v1 build order, which is: Gren Gren MG Gren...then either another Mortar or an MG. Sometimes I throw in a sniper after the MG for shits and giggles, but remember it's micro intensive and 360 mp invested into one man.
I would definitely recommend going outside of the box and not playing defensively. It may be good to build a bunker and a minefield to lockdown a VP, fuel, or cutoff, but being aggressive and always engaging your enemy somewhere with something is good, to keep them busy and on their toes. I always try to be aggressive (unless I know I do no have a chance to penetrate their lines) by either capping around the edges of the map, sending out patrols of 1-2 squads, or even mortaring targets through the fog of war (and then changing positions slightly with them after; try to do the same with MGs, to prevent nasty indirect fire). |
Ostwind will beat a Stuart 1v1. They both have the same caliber gun (but I'm not sure about penetration values) and I would imagine the Stuart having less armor than the Ostwind, and, of course, having a slower rate of fire than the Ostwind. I'm not sure about how they would match up if the Stuart used the stun shots; it would have to depend if the Stuart's rounds penetrated or not. |